001 package net.minecraft.src;
002
003 import java.util.Random;
004
005 public class BlockSand extends Block
006 {
007 /** Do blocks fall instantly to where they stop or do they fall over time */
008 public static boolean fallInstantly = false;
009
010 public BlockSand(int par1, int par2)
011 {
012 super(par1, par2, Material.sand);
013 this.setCreativeTab(CreativeTabs.tabBlock);
014 }
015
016 public BlockSand(int par1, int par2, Material par3Material)
017 {
018 super(par1, par2, par3Material);
019 }
020
021 /**
022 * Called whenever the block is added into the world. Args: world, x, y, z
023 */
024 public void onBlockAdded(World par1World, int par2, int par3, int par4)
025 {
026 par1World.scheduleBlockUpdate(par2, par3, par4, this.blockID, this.tickRate());
027 }
028
029 /**
030 * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are
031 * their own) Args: x, y, z, neighbor blockID
032 */
033 public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)
034 {
035 par1World.scheduleBlockUpdate(par2, par3, par4, this.blockID, this.tickRate());
036 }
037
038 /**
039 * Ticks the block if it's been scheduled
040 */
041 public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random)
042 {
043 if (!par1World.isRemote)
044 {
045 this.tryToFall(par1World, par2, par3, par4);
046 }
047 }
048
049 /**
050 * If there is space to fall below will start this block falling
051 */
052 private void tryToFall(World par1World, int par2, int par3, int par4)
053 {
054 if (canFallBelow(par1World, par2, par3 - 1, par4) && par3 >= 0)
055 {
056 byte var8 = 32;
057
058 if (!fallInstantly && par1World.checkChunksExist(par2 - var8, par3 - var8, par4 - var8, par2 + var8, par3 + var8, par4 + var8))
059 {
060 if (!par1World.isRemote)
061 {
062 EntityFallingSand var9 = new EntityFallingSand(par1World, (double)((float)par2 + 0.5F), (double)((float)par3 + 0.5F), (double)((float)par4 + 0.5F), this.blockID, par1World.getBlockMetadata(par2, par3, par4));
063 this.onStartFalling(var9);
064 par1World.spawnEntityInWorld(var9);
065 }
066 }
067 else
068 {
069 par1World.setBlockWithNotify(par2, par3, par4, 0);
070
071 while (canFallBelow(par1World, par2, par3 - 1, par4) && par3 > 0)
072 {
073 --par3;
074 }
075
076 if (par3 > 0)
077 {
078 par1World.setBlockWithNotify(par2, par3, par4, this.blockID);
079 }
080 }
081 }
082 }
083
084 /**
085 * Called when the falling block entity for this block is created
086 */
087 protected void onStartFalling(EntityFallingSand par1EntityFallingSand) {}
088
089 /**
090 * How many world ticks before ticking
091 */
092 public int tickRate()
093 {
094 return 5;
095 }
096
097 /**
098 * Checks to see if the sand can fall into the block below it
099 */
100 public static boolean canFallBelow(World par0World, int par1, int par2, int par3)
101 {
102 int var4 = par0World.getBlockId(par1, par2, par3);
103
104 if (var4 == 0)
105 {
106 return true;
107 }
108 else if (var4 == Block.fire.blockID)
109 {
110 return true;
111 }
112 else
113 {
114 Material var5 = Block.blocksList[var4].blockMaterial;
115 return var5 == Material.water ? true : var5 == Material.lava;
116 }
117 }
118
119 /**
120 * Called when the falling block entity for this block hits the ground and turns back into a block
121 */
122 public void onFinishFalling(World par1World, int par2, int par3, int par4, int par5) {}
123 }